2022
DOI: 10.3390/computers11030036
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Game-Based Learning, Gamification in Education and Serious Games

Abstract: Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects [...]

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Cited by 26 publications
(11 citation statements)
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“…The deployment of digital resources in education, to foster active learning, can happen, for example, through the introduction of gamification. Gamification is the process of using game elements (principles, mechanics and others) in non-game contexts to increase the motivation and engagement of the users or participants so that they are able to reach their (intrinsic or extrinsic) goals [13,14]. Gamified learning involves using game-based elements such as point scoring, peer competition, teamwork, score tables to drive engagement, help students assimilate new information and test their knowledge [15].…”
Section: The Digital World In Favour Of Sustainable Habitsmentioning
confidence: 99%
“…The deployment of digital resources in education, to foster active learning, can happen, for example, through the introduction of gamification. Gamification is the process of using game elements (principles, mechanics and others) in non-game contexts to increase the motivation and engagement of the users or participants so that they are able to reach their (intrinsic or extrinsic) goals [13,14]. Gamified learning involves using game-based elements such as point scoring, peer competition, teamwork, score tables to drive engagement, help students assimilate new information and test their knowledge [15].…”
Section: The Digital World In Favour Of Sustainable Habitsmentioning
confidence: 99%
“…More and more academic disciplines are using games to improve their students' cognitive, emotional, and psychomotor skills [11]. In addition to goals, games include things like imagination, rules, challenge, feedback, competition, collaboration, control, and storytelling [12].…”
Section: Game-based Learningmentioning
confidence: 99%
“…Both theoretical and empirical publications frequently cite the ability of serious games to improve and preserve user-engagement (de Carvalho and Coelho, 2022; Ijaz et al , 2019; Naul and Liu, 2020). However, while the current body of literature consists of a number of structured trials, and points to the benefits of gamified interventions as an easily accessible and motivating outpatient tool, little is known of the extent to which people might engage with serious games in more ecologically valid environments.…”
Section: Introductionmentioning
confidence: 99%